Larsa just left my party, and suddenly all addresses are now correct. My guess is that a 7th member (aka the extra guest) seems to mess with things. Either way it works correctly now
Thanks for double-checking . I've updated the table to use AoBscan instead of a fixed base address - that should reliably produce the correct address for you no matter how many characters are in your party. I probably should've done that to begin with, actually.
Uh, does this mean if I used v3 from your older post that hadn't been updated with the v4 link to remove the character starting licenses while all 6 characters are in the party... that it's all going to get messed up as soon as a guest joins the party?
How to use this cheat table?
Install Cheat Engine
Double-click the .CT file in order to open it.
Click the PC icon in Cheat Engine in order to select the game process.
Keep the list.
Activate the trainer options by checking boxes or setting values from 0 to 1
Larsa just left my party, and suddenly all addresses are now correct. My guess is that a 7th member (aka the extra guest) seems to mess with things. Either way it works correctly now
Thanks for double-checking . I've updated the table to use AoBscan instead of a fixed base address - that should reliably produce the correct address for you no matter how many characters are in your party. I probably should've done that to begin with, actually.
Uh, does this mean if I used v3 from your older post that hadn't been updated with the v4 link to remove the character starting licenses while all 6 characters are in the party... that it's all going to get messed up as soon as a guest joins the party?
Not sure I understand what you mean but it won't retroactively mess up changes you've already made. Once it's in the save it's in the save.
@DrummerIX
When using Add All Magick and Technicks, All of the magick and technicks are correctly added to inventory but they cannot be used by the chars until they are actually bought in shops.
Do I do something wrong?
@DrummerIX
When using Add All Magick and Technicks, All of the magick and technicks are correctly added to inventory but they cannot be used by the chars until they are actually bought in shops.
Do I do something wrong?
Thank you.
That's something I never got around to fixing. Another place in memory needs to be updated. I've stopped playing the game for the moment, so buying it from shops using the override item id will have to do for now. Sorry.
Thanks for double-checking . I've updated the table to use AoBscan instead of a fixed base address - that should reliably produce the correct address for you no matter how many characters are in your party. I probably should've done that to begin with, actually.
Uh, does this mean if I used v3 from your older post that hadn't been updated with the v4 link to remove the character starting licenses while all 6 characters are in the party... that it's all going to get messed up as soon as a guest joins the party?
Not sure I understand what you mean but it won't retroactively mess up changes you've already made. Once it's in the save it's in the save.
Ok thanks, that answers my question so everything should be all good then! I am wondering though can you apply the same concept to create a mod that would remove / add starting licenses on characters as opposed to just editing them in existing saves?
That's something I never got around to fixing. Another place in memory needs to be updated. I've stopped playing the game for the moment, so buying it from shops using the override item id will have to do for now. Sorry.
I am wondering, if you adjust things like damage modifiers or steal all items and save your game; do you have to re-adjust / re-toggle them every time you load the game? Or do they save permanently in the save file until you change them again? Just curious because if you remove/add character licenses the changes remain permanent.
EDIT:
Bummer, while license changes will remain permanent when you save your game, the damage modifiers will reset back to default as soon as you exit the game regardless of whether or not you saved while the damage modifiers were enabled... Anyway to make the change to damage modifiers permanent?
@DrummerIX: An interesting addition would be the modification of character movement speed. A way to walk faster without the fast forward setting. It would greatly enhance the gameplay when you have to cover large distances or many zones manually.
I used to do it in the past in Resident Evil 5 with the tremendous help of another member on the CE forums [Link], in case you are looking for inspiration. Although, I firmly believe that someone of your immense skill can probably do it on his own
Is there no one who is schooled enough to do that?